SIGNING IN

Životy

Kostky životů 1d8 za úroveň

Odbornosti

WIS , CHA

Cleric

Úroveň Bonus odbornosti Vlastnosti Faith Points Cantrips Known
1 + 2 Divine Domain Spellcasting Ability Score Improvement 0 3
2 + 2 Divine Domain Spellcasting Ability Score Improvement 2 3
3 + 2 Divine Domain Spellcasting Ability Score Improvement 2 3
4 + 2 Divine Domain Spellcasting Ability Score Improvement 3 4
5 + 3 Divine Domain Spellcasting Ability Score Improvement 3 4
6 + 3 Divine Domain Spellcasting Ability Score Improvement 4 4
7 + 3 Divine Domain Spellcasting Ability Score Improvement 5 4
8 + 3 Divine Domain Spellcasting Ability Score Improvement 6 4
9 + 4 Divine Domain Spellcasting Ability Score Improvement 7 4
10 + 4 Divine Domain Spellcasting Ability Score Improvement 8 5

Spell Slots

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th
1 + 2 Divine Domain Spellcasting Ability Score Improvement 2 0 0 0 0
2 + 2 Divine Domain Spellcasting Ability Score Improvement 3 0 0 0 0
3 + 2 Divine Domain Spellcasting Ability Score Improvement 4 2 0 0 0
4 + 2 Divine Domain Spellcasting Ability Score Improvement 4 3 0 0 0
5 + 3 Divine Domain Spellcasting Ability Score Improvement 4 3 2 0 0
6 + 3 Divine Domain Spellcasting Ability Score Improvement 4 3 3 0 0
7 + 3 Divine Domain Spellcasting Ability Score Improvement 4 3 3 1 0
8 + 3 Divine Domain Spellcasting Ability Score Improvement 4 3 3 2 0
9 + 4 Divine Domain Spellcasting Ability Score Improvement 4 3 3 3 1
10 + 4 Divine Domain Spellcasting Ability Score Improvement 4 3 3 3 2

Vlastnosti třídy

Úroveň 1

Divine Domain
Spellcasting

Úroveň 10

Divine Intervention

Úroveň 2

Faith
Channel Divinity
Divine Domain Feature

Úroveň 4

Ability Score Improvement

Úroveň 6

Benedictions
Divine Domain Feature

Úroveň 8

Greater Ability Score Improvement
Divine Domain Feature

Odbornosti

Armor

light

medium

shield

Weapons

simple

Skills

Počáteční vybavení

(a) a mace or (b) a warhammer.
Alternativně můžete začít s: 5d4×10|5d4 × 10|Starting Gold

Vlastnosti třídy

Divine Domain (Level 1)

In a pantheon, every deity has influence over different aspects of mortal life. As a cleric, you choose one aspect of your deity's portfolio to emphasize.

For as long as you faithfully serve your deity's commandments, you are granted powers related to your divine domain.

Choose a Divine Domain. You gain features from your Divine Domain at 1st, 2nd, 6th, and 8th-level.

Commandments

Each domain has a set of three guiding principles—its commandments—that help to direct you in the service of your deity. Honor these commandments to gain—and maintain—the favor of your deity.

Divine Favor:

If you make a notable effort to honor a commandment, you may be blessed with divine favor. You can hold a maximum number of divine favors at one time equal to your Wisdom modifier (minimum 1).

On your turn, as a free action, you may spend one point of divine favor to do one of the following:

  • Gain Stamina: Regain 1 expended hit die.

  • Gain Power: Regain 1 expended 1st-level spell slot.

  • Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.

  • Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.

  • Forgiveness: Forgive one transgression you have made.

Transgression:

If your deity decides that you have actively broken or rejected a commandment, some of your divine power may be stripped away for a time.

Roll a d6 and check the Transgression table below to find out which class feature you lose access to. Reroll any result that doesn't fully apply to you.

Transgression
d6Feature Lost

1

Domain Spells

2

1d4 Faith Points

3

1 Channel Divinity

4

Divine Intervention

5

Ritual Casting

6

Another Feature

Penance:

If you have transgressed, you will have to perform a penance to regain your deity's favor. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:

  • Donate: You make a charitable donation of goods, coin, or time to a worthy cause.

  • Confess: You confess your transgression to a higher-ranking agent of your faith and are forgiven.

  • Pray: You spend a period of time in dedicated prayer to and worship of your deity.

  • Serve: You undertake a divine quest in the service of your deity and their domain.

  • Sacrifice: You give up something of significant personal value.

If your penance is accepted, you regain one lost feature.

Domain Spells

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is still a cleric spell for you.

Spellcasting (Level 1)

You gain the ability to cast cleric spells by channeling divine power.

Cantrips

At 1st-level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Cleric) table.

Replacing Known Cantrips:

When you gain a cleric level, you may choose one of the cleric cantrips you know and replace it with another cantrip from the cleric spell list.

Spell Slots

The Class Features (Cleric) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing Spells

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.

Preparing Your Spell List:

Choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a spell doesn't remove it from your list of prepared spells.

For example, if you are a 3rd-level cleric with a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd-level, in any combination.

Changing Your Prepared Spells:

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for a cleric spell you cast.

Spellcasting Ability

Spell
Spell

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You use a holy symbol as a spellcasting focus for your cleric spells.

Divine Versatility

When you finish a long rest, you can spend one point of divine favor to replace one of your known cleric cantrips with another cantrip from the cleric spell list.

Faith (Level 2)

You have a number of faith points, as shown in the Faith Points column of the Class Features (Cleric) table. You can spend faith to channel power from your deity and ask for aid—and you may learn other applications from your Divine Domain.

You recover all expended faith points when you finish a long rest.

Channel Divinity (Level 2)

You gain two divine powers from your Divine Domain. Some domains may grant you additional effects as you advance in levels, as noted in the domain description.

Saving Throws:

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Divine Domain Feature (Level 2)

At 2nd level, you gain a feature from your Divine Domain.

Ability Score Improvement (Level 4)

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Benedictions (Level 6)

You are able to empower your Channel Divinity powers with Benedictions. Choose one benediction from your Divine Domain. Whenever you finish a long rest, you may change your selected benediction.

Divine Domain Feature (Level 6)

At 6th level, you gain a feature from your Divine Domain.

Greater Ability Score Improvement (Level 8)

At 8th-level, you gain another ability score improvement.

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Divine Domain Feature (Level 8)

At 8th level, you gain a feature from your Divine Domain.

Divine Intervention (Level 10)

You spend an action to call upon your deity for aid. Describe the assistance you seek, roll a d20, and check the result on the Divine Intervention table. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell (such as those included in the Divine Effects table below) would be appropriate.

You can use this feature once, and you regain expended uses when you finish a long rest.

Empowered Request:

You can spend any number of faith points and divine favor to increase your chance of success—to a maximum equal to your Wisdom modifier (minimum of 1). Add +1 to your result for each point you spend. You must decide how many points you wish to spend before you make your roll.

Divine Intervention
ResultEffect

1-2

Your deity is greatly offended. You have transgressed. In addition, you can't use this feature again until you finish 2d4 long rests.

3-6

You sense that your deity is displeased. You can't use this feature again until you finish 1d4 long rests.

7-18

There is no response from your deity.

19+

Your deity intervenes—though not necessarily in the way you had hoped.

Multitřídy

Požadavky multitříd

{"wis":13}

Získané odbornosti

Armor light , medium , shield

Podtřídy

Forge Domain
AACC
Life Domain
GCC

Vlastnosti podtřídy

Forge Domain

Forge Domain (Level 1)

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Commandments

You are guided by the following domain commandments:

  • Create Masterworks: Create to last. Take no shortcuts in what you create.

  • Practice What You Preach: Be realistic and set proper expectations. Expectations you set for others you should set on yourself.

  • Magnum Opus: Everything you do is leading up to the pinnacle of your artisanship. You will not know when, and you may not even know what. But it will happen, someday.

Domain Spells

You gain the following domain spells.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity (Level 2)

You gain two Channel Divinity powers: Artisan's Blessing and Fortifying Rite.

Artisan's Blessing

As an action, you touch a creature, giving them the blessing of an artisan's proficiency. For 10 minutes, they gain all of your weapon, armor, skill, and tool proficiencies, or until you dismiss this effect as a bonus action. While the effect is active, you lose all weapon, armor, skill, and tool proficiencies. If the creature is already proficient in one of the listed proficiencies, they instead add double their proficiency bonus to any checks (not attacks) they make using the listed proficiencies.

Fortifying Rite

As an action, you declare a holy rite of fortification in the area you are standing. All objects within 50 feet of you gain resistance to all damage for 1 minute.

Benedictions (Level 6)

Whenever you finish a long rest, you may choose one of the following benedictions.

Artisan's Blessing

Language proficiencies are also one of the proficiencies given, but not one of the proficiencies lost.

Greater Artisan's Blessing:

Starting at 10th-level, a creature that adds double proficiency bonus to any checks with a weapon proficiency also adds double proficiency bonus to attacks.

Fortifying Rite

You may choose one creature within 50 feet to also count as an object for the purposes of being an applicable target for the damage resistance.

Greater Fortifying Rite:

Starting at 10th-level, the creature may move outside of the 50 foot area and still keep the damage resistance.

Soul of the Forge (Level 8)

At 8th level, the mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.

  • While wearing armor, you gain a +1 bonus to AC.

  • You may deal fire damage on melee attacks.

Life Domain

Life Domain (Level 1)

The Life Domain focuses on the vibrant, positive energy that sustains all life. You channel this energy, pitting you against the forces of unnatural death and decay.

Commandments

You are guided by the following domain commandments:

  • Protect the Living: Help life to flourish in the world. When faced with a difficult choice, choose the side that promotes the most well-being—the needs of the many outweigh the needs of the one.

  • Ease Suffering: Look after the sick and wounded, and be kind to the dying—even those you might consider an enemy.

  • Suffer Not the Undead: Death is a natural part of life. Drive away those who seek to pervert the natural cycle, and return the undead to the grave.

Domain Spells

You gain the following domain spells.

Disciple of Life

Whenever you cast a spell of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Greater Disciple of Life:

Starting from 6th-level, when you cast a spell of 1st-level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.


Disciple Training

You gain proficiency with either (a) herbalism kits or (b) heavy armor—you may choose which.

Channel Divinity (Level 2)

You gain two Channel Divinity powers: Preserve Life and Turn Undead.

Preserve Life

As an action, you spend one point of faith to present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any number of creatures within 30 feet of you and divide those hit points among them.

This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Turn Undead

As an action, you spend one point of faith to present your holy symbol and censure the undead. Each undead creature within 30 feet of you that can see or hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier).

If the Creature Succeeds:

The creature is immune to your Turn Undead until you finish a long rest.

If the Creature Fails:

The creature is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Benedictions (Level 6)

Whenever you finish a long rest, you may choose one of the following benedictions.

Destroy Undead

When an undead creature fails its saving throw against your Turn Undead, the creature is instantly destroyed if its challenge rating is at or below CR 1/2.

Greater Destroy Undead:

Starting at 10th-level, undead creatures are instantly destroyed if their challenge rating is at or below CR 1.

Fountain of Life

The maximum hit points restored by your Preserve Life increases from five to six times your cleric level.

Greater Fountain of Life:

Starting at 10th-level, the maximum hit points restored by your Preserve Life increases from six to seven times your cleric level.

Divine Strike (Level 8)

When a creature takes damage from one of your spells or weapon attacks, you can deal an extra 1d8 radiant damage to that creature. Once you deal this damage, you can't do so again until the start of your next turn.

Empowered Strike:

When you use a divine strike, you can spend one point of faith to increase the extra damage from 1d8 to 2d8.